Development: Blueprint-only | Engine: Unreal Engine 5.5
Project Type: Single-player FPS with advanced shooting mechanics and custom animation
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- Dead Zone Aiming — weapon is not locked to the center of the screen, aiming is done intuitively via muzzle position
- No crosshair — immersion-focused design using only weapon sights
- Two weapon types — pistol and rifle, each with unique animations and handling
- Full weapon control: switching, reloading, recoil, and ammo tracking
- True first-person perspective — visible legs, hands, and body
- Leaning mechanic — left/right lean with preserved FOV and camera dynamics
- Custom animations for each movement and weapon state (idle, walk, run, etc.)
- Firing Range — eliminating targets and finding a way out
- Training Arena — moving targets with live accuracy tracking and scoring
- Ammo count, objectives, and accuracy stats displayed in real-time
- Fully modular UI built with UMG and custom widgets
- Lightweight quest system to guide player through training phases
- Unreal Engine 5.5 (Blueprint-only)
- Animation System:
- Animation Blueprints (State Machines, Blend Spaces)
- Control Rig + Sequencer-driven locomotion
- Animation Montages, Aim Offset
- Custom Animation Notifies for weapon states
- Gameplay Mechanics:
- Weapon switching, recoil, ammo and reload systems
- No-crosshair shooting with intuitive muzzle-based aiming
- Blueprint-based quest and progression logic
- UI / UX:
- UMG HUD: ammo display, objective tracker, accuracy feedback
- Modular layout via custom widgets
- Architecture:
- Blueprint Interfaces (BPI) for interactive systems
- Clean modular structure with reusable components
- Camera:
- First-person camera with visible full body
- Dynamic leaning system with camera tilt and FOV adjustment